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@@ -2,7 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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-#include <vector>
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+#include <boost/container/static_vector.hpp>
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#include "clipper.h"
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#include "clipper.h"
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#include "pica.h"
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#include "pica.h"
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@@ -91,25 +91,31 @@ static void InitScreenCoordinates(OutputVertex& vtx)
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viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
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viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
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viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
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viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
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+ float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
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+ vtx.color *= inv_w;
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+ vtx.tc0 *= inv_w;
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+ vtx.tc1 *= inv_w;
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+ vtx.tc2 *= inv_w;
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+ vtx.pos.w = inv_w;
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+
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// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
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// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
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- vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
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- vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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- vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
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+ vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
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+ vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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+ vtx.screenpos[2] = viewport.offset_z - vtx.pos.z * inv_w * viewport.zscale;
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}
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}
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void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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-
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- // TODO (neobrain):
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- // The list of output vertices has some fixed maximum size,
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- // however I haven't taken the time to figure out what it is exactly.
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- // For now, we hence just assume a maximal size of 1000 vertices.
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- const size_t max_vertices = 1000;
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- std::vector<OutputVertex> buffer_vertices;
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- std::vector<OutputVertex*> output_list{ &v0, &v1, &v2 };
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-
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- // Make sure to reserve space for all vertices.
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- // Without this, buffer reallocation would invalidate references.
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- buffer_vertices.reserve(max_vertices);
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+ using boost::container::static_vector;
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+
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+ // Clipping a planar n-gon against a plane will remove at least 1 vertex and introduces 2 at
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+ // the new edge (or less in degenerate cases). As such, we can say that each clipping plane
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+ // introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
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+ // fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
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+ static const size_t MAX_VERTICES = 9;
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+ static_vector<OutputVertex, MAX_VERTICES> buffer_a = { v0, v1, v2 };
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+ static_vector<OutputVertex, MAX_VERTICES> buffer_b;
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+ auto* output_list = &buffer_a;
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+ auto* input_list = &buffer_b;
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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@@ -120,48 +126,45 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
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ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
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- const std::vector<OutputVertex*> input_list = output_list;
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- output_list.clear();
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+ std::swap(input_list, output_list);
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+ output_list->clear();
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- const OutputVertex* reference_vertex = input_list.back();
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+ const OutputVertex* reference_vertex = &input_list->back();
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- for (const auto& vertex : input_list) {
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+ for (const auto& vertex : *input_list) {
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// NOTE: This algorithm changes vertex order in some cases!
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// NOTE: This algorithm changes vertex order in some cases!
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- if (edge.IsInside(*vertex)) {
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+ if (edge.IsInside(vertex)) {
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if (edge.IsOutSide(*reference_vertex)) {
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if (edge.IsOutSide(*reference_vertex)) {
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- buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
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- output_list.push_back(&(buffer_vertices.back()));
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+ output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
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}
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}
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- output_list.push_back(vertex);
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+ output_list->push_back(vertex);
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} else if (edge.IsInside(*reference_vertex)) {
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} else if (edge.IsInside(*reference_vertex)) {
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- buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
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- output_list.push_back(&(buffer_vertices.back()));
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+ output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
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}
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}
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-
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- reference_vertex = vertex;
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+ reference_vertex = &vertex;
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}
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}
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// Need to have at least a full triangle to continue...
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// Need to have at least a full triangle to continue...
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- if (output_list.size() < 3)
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+ if (output_list->size() < 3)
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return;
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return;
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}
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}
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- InitScreenCoordinates(*(output_list[0]));
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- InitScreenCoordinates(*(output_list[1]));
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+ InitScreenCoordinates((*output_list)[0]);
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+ InitScreenCoordinates((*output_list)[1]);
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- for (size_t i = 0; i < output_list.size() - 2; i ++) {
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- OutputVertex& vtx0 = *(output_list[0]);
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- OutputVertex& vtx1 = *(output_list[i+1]);
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- OutputVertex& vtx2 = *(output_list[i+2]);
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+ for (size_t i = 0; i < output_list->size() - 2; i ++) {
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+ OutputVertex& vtx0 = (*output_list)[0];
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+ OutputVertex& vtx1 = (*output_list)[i+1];
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+ OutputVertex& vtx2 = (*output_list)[i+2];
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InitScreenCoordinates(vtx2);
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InitScreenCoordinates(vtx2);
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LOG_TRACE(Render_Software,
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LOG_TRACE(Render_Software,
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- "Triangle %lu/%lu (%lu buffer vertices) at position (%.3f, %.3f, %.3f, %.3f), "
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+ "Triangle %lu/%lu at position (%.3f, %.3f, %.3f, %.3f), "
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"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
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"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
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"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
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"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
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- i,output_list.size(), buffer_vertices.size(),
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+ i, output_list->size(),
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vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),
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vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),
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vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
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vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
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vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
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vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
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